Neverwinter Nights
Shadows of Undrentide
Prestige Classes
Harper Scout
Harper Scout
Shadows of Undrentide introduces five new prestige classes to Neverwinter Nights. This profile highlights the requirements and abilites of the dedicated Harper Scout prestige class.
Note: Details may change based on the results of playtesting and game balancing.

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Background
Harpers are members of a secret society dedicated to holding back evil,
preserving knowledge, and maintaining the balance between civilization and the
wild. Harpers learn arcane spells and many skills to help them in their duties
of espionage, stealth and reporting information. Many Harpers are bards, but by
no means all. Ranger, rogue, sorcerer and wizard are common vocations for
Harpers, as these classes tend to have versatility and mobility. All have some
skill at manipulating others, a resistance to outside mental influences, acute
abilities of perception, and a talent for solving problems.
Not all Harpers are members of the Harper prestige class, and rank within the
organization does not depend upon a character’s level in this or any other
class. However, most of the higher-ranked Harpers have at least one level in the
Harper prestige class.
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Requirements
To qualify to become a Harper, a character must fulfill all of the following
criteria:
- Feats: Alertness, Iron Will
- Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline
4 ranks
- Alignment: Any non-evil
Harper Special Abilities
Each class has a range of abilities that make it substantially different from
the other classes. These abilities are an integral part of your character’s
class, and mastering them will aid you. The following are class features of the
Harper prestige class:
Hit Die: d6
Skill Points at Each Level: 4 + Int modifier

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Harper Knowledge: Like a bard, a Harper has a knack for picking up
odds and ends of knowledge. This ability works exactly like the bardic knowledge
ability of the bard class. If a Harper has bard levels, her Harper levels and
bard levels stack for bardic knowledge.
Favored Enemy: A Harper selects a favored enemy just as a ranger does.
If a Harper with ranger levels chooses a favored enemy which she already has
chosen as a ranger, the bonuses stack. Upon reaching 4th level as a Harper, the
bonus against her first favored enemy increases to +2, and she gains a new
favored enemy at +1.
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Deneir’s Eye: At 2nd level, the Harper gains a +2 holy bonus to saving throws
against traps. This is a supernatural ability.
Tymora’s Smile: At 3rd level, once per day, the Harper or a target receives a +2
saving throw bonus on all saving throws for 5 turns. This is a supernatural
ability.
Lliira’s Heart: At 4th level, the Harper gains a +2 holy bonus to saving throws
against mind-affecting spells. This is a supernatural ability.

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Spells: These spells are cast as arcane spells, so they
are subject to arcane spell failure if the Harper is wearing armor:
- At 2nd level, the Harper gains the ability to cast the spell
Sleep once per day.
- At 3rd level, the Harper gains the ability to cast the spell
Cat’s Grace once per day.
- At 4th level, the Harper gains the ability to cast
Eagle’s Splendor once per day.
- At 5th level, the Harper gains the ability to cast the spell
Invisibility once per day.
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Craft Harper Item: At 5th level, the Harper gains the ability to
create two types of potions. The Harper can
create one potion per day, either a Cat’s Grace potion or Eagle’s Splendor.
To create either potion the Harper must spend 60 gold and 5 experience points.
These potions allow a Harper to better support her agents and allies.
Class Skills (skill descriptions):
- Appraise
- Hide
- Listen
- Lore*
- Move Silently
- Diplomacy: Persuade
- Pick Pocket
- Tumble
*Notes:
Lore can be considered a subset of the Dungeons & Dragons® Knowledge skill.